Différences entre les versions de « Quests »
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Version du 19 juillet 2019 à 19:18
Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]
Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]
Evénements
Evénements are things that happen in Ashes of Creation as the result of development in the world.[8][9] There are several different types of events that are triggered due to certain conditions (predicates) being met.[10][11][6][12] Events are scaled to fit local, regional, and global needs.[13][5]
- Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[14]
- Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[15][8][16][17][18]
- There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[19][20][21]
- Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[22][5]
- There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[19] – Steven Sharif
- Events that reach a fail condition can have negative consequences.[23][19][5]
- There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[23] – Steven Sharif
- Events have cooldowns in addition to the predicates that are required to trigger them.[23]
- Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[24] – Steven Sharif
- If events are not triggered within a certain time period, they could occur randomly.[9]
- Some events will only be available while story arcs are in certain chapters.[25]
- There may be one-off events.[14]
- Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[26]
Event types
There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[10][11][6][12]
- Calendar events.[6][28][29]
- Caravan events.[30][8]
- Monster coin events.[6][31][32]
- Narrative events.[6][33][12][5]
- Node attacks.[6][31][19]
- POI events.[6][33]
- PvP events.[6][33][34]
- Événements mondiaux.[10][6][12]
Monster coin events
Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[38][31][32]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[6]
Monster coin events are system spawned events.[31][39]
- They are structured in a way to prevent groups from gaming the system.[39]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[40]
- Server messages appear for players in the vicinity of these dynamic events.[41]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[35]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[35] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[42]
- Monster coins only allow a character to participate in events on their own server.[43]
- NPC hate lists do not affect monster coin events.[35]
The Ancients are not going to be part of the monster coin system.[44]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[45] – Steven Sharif
Tâches
Quêtes narratives
Quêtes narratives will focus on gameplay that reflects the story and won't contain "filler".[5]
- What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]
The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[47]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[48]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[14]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[49] – Steven Sharif
#REDIRECT MediaWiki:Story arc quests/fr
Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[50]
- La possibilité de réessayer une quête échouée dépend de la Progression de Nœud.[50]
- Les Quêtes impliquant des citoyens de plusieurs Nœuds sont déverrouillées sur base des alliances et d'autres relations entre les nœuds ainsi que leurs progressions.[51]
Il y aura beaucoup de quêtes différentes qui auront des étapes dans l'histoire ; et ces étapes peuvent être éventuellement échouées. Vous pouvez franchement rater une histoire ; ce qui n'est pas terrible quand on y pense, mais en même temps ce risque rend votre investissement beaucoup plus important.[50] – Steven Sharif
Epic/legendary quests
Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[52]
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[53]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[54][55][56]
- Légendaire equipment is only dropped by Legendary world bosses.[57]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[58]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[55] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[55]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[55]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[55]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[56] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[59][60]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[59]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[60]
A legendary weapon is easily distinguished by its visual appearance.[56]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[56] – Steven Sharif
Legendary items are not intended to be temporary.[61]
- A notable exception to this is Royal mounts.[62]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[61] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Histoire et traditions.[63]
Server history
L'histoire de chaque serveur sera suivie et visible par les joueurs.[64]
Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[64] – Jeffrey Bard
Daily quests
Daily quests will not be prevalent in Ashes of Creation.[65][66]
- We don't really have dailies.[65] – Steven Sharif
- There will not be an obligation to login each day.[66][67]
- Will likely not be RNG based.[66]
- Focused around how changes in the world relate to a player's opportunities.[66]
- Location matters due to the lack of fast travel.[66]
- I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[66] – Steven Sharif
Grinding
Repetition will not be part of progression in Ashes of Creation.[68]
- There will be no "grindy" quests.[68]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[69]
- The aspiration is to have more things to do in the game than a player has time to do.[68]
Quêtes raciales
Les Quêtes peuvent être basées sur la race d'un personnage.[70]
Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[70]
Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[70] – Steven Sharif
La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[71] – Steven Sharif
Les Quêtes qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[72]
NPC race
Quest driven caravans
System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[73][74][75]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[76]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[77]
- The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[76] – Steven Sharif
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Maires to obtain needed resources from other nodes.[10][73][74]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[73][74][78]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[73][74]
- Players can participate in helping to defend the caravan if they wish.[73]
- Trade caravans can initiate world events.[10]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[73] – Steven Sharif
Soloable quests
Collection quests
There will be collection quests.[79]
Quest markers
Il y aura des moyens subtils par lesquels les joueurs vont acquérir la connaissance que quelque chose est à faire dans un zone.[80]
- Il n'y aura pas de marqueurs de quête flagrants tels que des points d'interrogation ou d'exclamation pour dire aux joueurs où tourner.
Quest sponsorship
Players can sponsor quests on a bulletin board.[81]
Removing player corruption
Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.
- Mourir retire une part significative du score de corruption du joueur.[83]
- Gagner de l'expérience réduira également lentement le score de corruption du joueur.[84]
- Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[84] – Steven Sharif
- Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[85][83]
- Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[86]
- La durée de la corruption est réduite dans les noeuds militaires.[87]
Ashes of Creation Apocalypse quests
Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Verra during the fall.[89]
- Daily and weekly quests allow players to gain up to 50 levels. Leveling allows players to unlock unique cosmetic rewards, such as weapon skins.[90][91]
- Days and weeks end at midnight UTC, with weeks ending on Sunday, 23:59.[92][93]
- These quests give lore that relates to the story of Verra during the fall, thousands of years before the start of the MMORPG.[90]
Ashes of Creation Apocalypse progression
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[89]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[94]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[91]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[90][91]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[91] – Steven Sharif
Histoire et traditions
There are different parts to the Histoire et traditions in Ashes of Creation.[98]
- It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[99] – Jeffrey Bard
Arcs Narratifs drive one or more storyline quests within the game.[100][101][102][50][98] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[100][101][50]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[103]
- We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[104] – Steven Sharif
Arcs Narratifs
Arcs Narratifs are unlocked by multiple types of player activity within each server.[109][107][106][110]
- Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[110] – Steven Sharif
- Personal or class-based activity.[113][114][115][116][111][112][117][98]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[118]
- Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[117] – Steven Sharif
- If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[109]
- Arcs Narratifs drive one or more storyline quests within the game.[100][101][102][50][98]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[100][101]
- The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[100]
- Arcs Narratifs can initiate world events.[10]
- There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[119]
- We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[119] – Skott B
- Corrupted resources are variations of resources that are only available in corrupted areas or during certain story arcs.[120][121][122][119]
Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[123]
- Maires require certain resources.[123]
- Bâtiments are required within a node.[123]
- Social organization tasks need to be completed.[123]
Zones et progression
Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[124][125][126]
Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[14] – Steven Sharif
Screenshots
Voir également
Les références
- ↑ Vidéo, 2020-05-31 (6:25).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑ Vidéo, 2020-05-31 (5:25).
- ↑ 4.0 4.1 Direct, 2017-05-15 (20:58).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 MMOGames interview, January 2017
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Types of Events on Verra.
- ↑ Direct, 2021-03-26 (23:33).
- ↑ 8.0 8.1 8.2 8.3 Podcast, 2021-04-11 (23:36).
- ↑ 9.0 9.1 Direct, 2017-05-03 (46:18).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Vidéo, 2023-09-29 (2:59).
- ↑ 11.0 11.1 11.2 Direct, 2023-04-07 (37:56).
- ↑ 12.0 12.1 12.2 12.3
- ↑ Direct, 2022-04-29 (44:13).
- ↑ 14.0 14.1 14.2 14.3 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Direct, 2022-04-29 (32:29).
- ↑ Direct, 2020-06-26 (1:29:06).
- ↑ Our immersive world - Environments.
- ↑ Direct, 2017-05-08 (20:27).
- ↑ 19.0 19.1 19.2 19.3 Direct, 2021-06-25 (1:13:30).
- ↑ Direct, 2021-03-26 (50:03).
- ↑ Direct, 2020-11-08 (12:47).
- ↑ Vidéo, 2023-09-29 (9:40).
- ↑ 23.0 23.1 23.2 Direct, 2023-09-29 (42:55).
- ↑ Direct, 2023-09-29 (43:47).
- ↑
- ↑ Podcast, 2021-04-11 (54:35).
- ↑
- ↑ Direct, 2022-04-29 (36:51).
- ↑ Direct, 2017-05-10 (40:36).
- ↑ Vidéo, 2023-10-31 (34:12).
- ↑ 31.0 31.1 31.2 31.3 Direct, 2022-04-29 (39:00).
- ↑ 32.0 32.1
- ↑ 33.0 33.1 33.2 Direct, 2022-04-29 (40:21).
- ↑ Direct, 2022-04-29 (41:30).
- ↑ 35.0 35.1 35.2 35.3 Direct, 2022-07-29 (1:20:24).
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Direct, 2023-06-30 (1:50:52).
- ↑ 39.0 39.1
- ↑ Direct, 2017-05-26 (22:19).
- ↑ Direct, 2017-05-03 (36:25).
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Direct, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ Vidéo, 2023-03-31 (28:11).
- ↑ Direct, 2017-05-19 (37:03).
- ↑ Direct, 2019-12-17 (1:10:30).
- ↑ Direct, 2017-05-22 (28:02).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 Entrevue, 2018-10-20 (2:36:25).
- ↑ Direct, 2020-07-25 (1:50:20).
- ↑ Direct, 2017-05-08 (50:32).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Entrevue, 2020-07-19 (8:43).
- ↑ 55.0 55.1 55.2 55.3 55.4 Entrevue, 2020-07-20 (21:57).
- ↑ 56.0 56.1 56.2 56.3 Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2021-03-26 (1:02:06).
- ↑ 59.0 59.1 Direct, 2022-03-31 (1:15:02).
- ↑ 60.0 60.1 Direct, 2017-05-15 (38:08).
- ↑ 61.0 61.1 Direct, 2018-07-09 (25:34).
- ↑ Direct, 2018-04-8 (PM) (51:49).
- ↑ Direct, 2017-05-19 (44:18).
- ↑ 64.0 64.1 Entrevue, 2018-04-20 (9:20).
- ↑ 65.0 65.1
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 Entrevue, 2018-08-17 (23:47).
- ↑ Direct, 2017-05-30 (9:34).
- ↑ 68.0 68.1 68.2 Direct, 2017-05-15 (26:13).
- ↑ Entrevue, 2018-08-24 (4:15).
- ↑ 70.0 70.1 70.2 Podcast, 2018-04-23 (29:56).
- ↑ Entrevue, 2018-05-11 (1:00:19).
- ↑ Direct, 2019-07-26 (1:13:23).
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 Direct, 2023-08-31 (2:10:23).
- ↑ 74.0 74.1 74.2 74.3 74.4 Vidéo, 2019-07-15 (2:12).
- ↑ Direct, 2017-07-28 (19:43).
- ↑ 76.0 76.1
- ↑ Direct, 2018-02-09 (45:48).
- ↑ City hall.
- ↑ Direct, 2017-05-26 (48:48).
- ↑ Direct, 2017-05-22 (52:39).
- ↑ Direct, 2017-10-31 (30:34).
- ↑ Direct, 2018-07-09 (20:41).
- ↑ 83.0 83.1 Entrevue, 2020-07-19 (30:51).
- ↑ 84.0 84.1 Entrevue, 2020-07-18 (44:35).
- ↑
- ↑ Direct, 2018-06-04 (2:18).
- ↑
- ↑ Direct, 2019-09-30 (55:33).
- ↑ 89.0 89.1 Direct, 2018-12-06 (28:45).
- ↑ 90.0 90.1 90.2 90.3 2018-12-08 Newsletter.
- ↑ 91.0 91.1 91.2 91.3 Direct, 2018-12-06 (26:12).
- ↑
- ↑
- ↑ Direct, 2018-12-06 (33:55).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ 98.0 98.1 98.2 98.3 98.4 98.5 98.6 98.7 98.8 98.9 Direct, 2018-01-18 (39:08).
- ↑ Vidéo, 2018-04-05 (37:13).
- ↑ 100.0 100.1 100.2 100.3 100.4 Direct, 2023-04-07 (58:39).
- ↑ 101.0 101.1 101.2 101.3 Vidéo, 2023-03-31 (14:20).
- ↑ 102.0 102.1 Vidéo, 2023-03-31 (12:47).
- ↑ Direct, 2017-05-26 (15:37).
- ↑ Vidéo, 2018-04-05 (37:50).
- ↑ Vidéo, 2023-03-31 (14:14).
- ↑ 106.0 106.1 106.2 106.3 Vidéo, 2023-03-31 (3:32).
- ↑ 107.0 107.1 Vidéo, 2023-03-31 (1:22).
- ↑ Vidéo, 2023-03-31 (6:30).
- ↑ 109.0 109.1
- ↑ 110.0 110.1 110.2 Vidéo, 2018-04-05 (35:01).
- ↑ 111.0 111.1 111.2 111.3 Direct, 2022-04-29 (1:05:37).
- ↑ 112.0 112.1 112.2 Direct, 2022-03-31 (1:15:29).
- ↑ Direct, 2023-04-07 (55:22).
- ↑ Direct, 2023-03-31 (1:00:16).
- ↑ Direct, 2022-10-28 (32:52).
- ↑ Direct, 2017-06-01 (37:39).
- ↑ 117.0 117.1 Direct, 2019-05-30 (1:18:16).
- ↑ Direct, 2017-05-26 (15:37).
- ↑ 119.0 119.1 119.2
- ↑ Entrevue, 2023-07-09 (47:05).
- ↑ Direct, 2023-03-31 (59:10).
- ↑ Vidéo, 2023-03-31 (16:42).
- ↑ 123.0 123.1 123.2 123.3 Direct, 2017-10-31 (29:50).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.